View Poll Results: How should Autosounds Trigger?
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Multiple Choice Poll.
Thread: DOE: Sound Extension
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October 25th, 2017, 23:27 #911Warrior-Priest
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October 26th, 2017, 03:02 #912Grand Patriarch
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October 26th, 2017, 04:45 #913Zealot
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chatview.png
If you looked at the attached file, I rolled a dagger attack twice.
The first one is when the Player (me joined table as a player using the join Localhost) rolls. It shows the Attack Result first on a line, then the Attack Type second on a new line.
The second one is Me rolling the attack through the DM window, be it that player or a NPC. When I the DM roll, it shows the Attack Type on first line, then Attack Result on second line.
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October 27th, 2017, 20:05 #914Crusader
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October 27th, 2017, 20:12 #915
Whenever something shows a "?" in front of it, it is not being sent over the internet to the players. So, your first one that says "does not work" has a ? in front of it which is why it doesn't work. I think in this case since you are testing it from the character's sheet as the GM, FG consider it a "GM roll". In options in FG under "Game (GM), if Chat: show GM rolls is set to "off" (which mine are), then your rolls will NOT trigger sounds but the player rolls will if they roll from their character sheet. Hope that makes sense....
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October 27th, 2017, 20:28 #916Crusader
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That makes good sense, and good info on the ?. In my case, though, I have a separate client connected, so I'm sure(?) I am sending it over the internet. Here's my ss
[ATTACH=CONFIG]roll not working ss[/ATTACH]
I tried as the player, as the GM using the player, but only the chat bubble produces sound.
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October 27th, 2017, 20:44 #917
Ok. Now I'm speculating a bit here, but based on your screenshot can you try something? In the option that says "Chat: Set GM voice to active CT", you have it set to "on". The default (and what I use) is "off". Can you toggle that option off and try again? I'm not 100% positive this is the issue but it is possible that it is.
Live stream: https://www.twitch.tv/gwydione
Youtube replays of fg sessions and tutorials: https://www.youtube.com/channel/UCQr...bIpAauZB41z8gA
Free stuff:
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FG 5e Module Conversions: https://tinyurl.com/y6awo2la
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Roll Player Conversion: https://tinyurl.com/y399kffz
Rangers of Shadow Deep Conversion: https://tinyurl.com/rnyrgwg
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October 27th, 2017, 20:50 #918Crusader
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No dice (get it). I have actually tried pretty much every permutation of those settings possible and none seems to make a difference. This must be something simple.
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October 27th, 2017, 20:53 #919
Darnit. I must be missing something easy too. Let me keep thinking about it. We know things are working because it is picking up the chat bubble for sounds which is good. Can you post the sound trigger itself so I can look at that as well? I assume it is just "Longsword" but would like to look at it.
Live stream: https://www.twitch.tv/gwydione
Youtube replays of fg sessions and tutorials: https://www.youtube.com/channel/UCQr...bIpAauZB41z8gA
Free stuff:
D&D5e FAQ module for fg: http://www.dmsguild.com/product/196704/FAQs
FG 5e Module Conversions: https://tinyurl.com/y6awo2la
Map Maker Conversion: https://tinyurl.com/y3awlo4b
Roll Player Conversion: https://tinyurl.com/y399kffz
Rangers of Shadow Deep Conversion: https://tinyurl.com/rnyrgwg
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October 27th, 2017, 21:03 #920Crusader
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Hah! Ok so because I made my trigger very generic ("Longsword") it was being overridden by other, more specific ones ("[ATTACK (M)] Longsword") (I think) for which I didn't have a valid sound string set up. Apparently if multiple sounds have the same trigger, they don't all play. Not sure how it chooses which one to play, but that's what was happening with me.
Once I got that sorted, they're working fine. Really appreciate your help!
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) and sometimes it's hard to remember what is what. Thanks a bunch.
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